Spirit Magic

Befuddle

This spell makes it hard for the victim to sort things out in his mind — he may mistake friends for enemies, etc.

Power: Mental Illusions 9d6: only one illusion (-½) "everything looks wrong" (cosmetic — affected character has difficulty identifying friends, choosing correct direction, etc), Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 recoverable charge, continuing, 5 minutes (-½), requires Runes (-½).

POW cost:2
Duration:5 minutes (1 charge)
Range:50 metres
Active Cost:45
Real Cost:13
Slot Cost:1

Bladesharp

This spell makes edged weapons more deadly.

Power: +3 CSL with edged weapons: CSL are set (-¼): gives +1 OCV, and two levels to add a damage class. Consumes POW (-½), requires a magic Roll (-½), 1 recoverable charge, continuing, 5 minutes, (-½), requires Runes (-½).

POW cost:1 per level
Duration:5 minutes (1 charge)
Range:0
Active Cost:15 per level
Real Cost:5 per level
Slot Cost:1-2

Bludgeon

This spell makes blunt weapons more deadly.

Power: +3 CSL with crushing weapons: CSL are set (-¼): gives +1 OCV, and two levels to add a damage class. Consumes POW (-½), requires a magic Roll (-½), 1 recoverable charge, continuing, 5 minutes, (-½), requires Runes (-½).

POW cost:1 per level
Duration:5 minutes (1 charge)
Range:0
Active Cost:15 per level
Real Cost:5 per level
Slot Cost:1-2

Control (spirit)

A spell that lets the user control a specific type of creature (normally a type of spirit). So there are spells for Control Ghost, Control Disease Spirit, etc. There are control spells for other species, such as animals. Because the spell has only a small effect, normally the caster will attempt to reduce his target's POW either with magic or in spirit combat.

Power: Mind Control 2d6 (transdimensional: spirit plane, +¼), Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 recoverable charge, (-1 ½), requires Runes (-½).

POW cost:1
Duration:5 minutes (1 charge)
Range:50 metres
Active Cost:12
Real Cost:3
Slot Cost:1

Coordination

This spell increases DEX and all DEX related rolls. Note that since the spell is one use, although it can be used to increase DEX up to 15 active points (+5 DEX), it requires an extra "charge" ie: an extra point of POW for each +1 DEX.

Power: 1d6 DEX Aid (Standard effect, 3 points), +9 points, return delayed 5 min (+½), Consumes POW (-½), requires a magic Roll (-½), 1 recoverable charge, (-1 ½), requires Runes (-½).

POW cost:1
Duration:5 minutes (1 charge)
Range:0
Active Cost:22
Real Cost:6
Slot Cost:1

Countermagic

Defends against incoming spells

Power: Dispel magic: 2d6 per level, all powers of a special effect (+2) 1 hex area effect (+½), personal immunity(+¼) , Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 continuing (5 minutes) recoverable charge, (-½), power cancelled if it fails to dspel an incoming spell (-1), requires Runes (-½).

POW cost:1 per level
Duration:5 minutes (1 charge)
Range:50 metres
Active Cost:19 points per level
Real Cost:5 per level
Slot Cost:1 per level

Darkwall

Creates a wall of darkness

Power: Darkness versus sight group, +2" radius — darkness is shaped into a 6" long wall, Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 continuing (5 minutes) recoverable charge, (-½), requires Runes (-½).

POW cost:2
Duration:5 minutes (1 charge)
Range:50 metres
Active Cost:30
Real Cost:11
Slot Cost:1

Demoralize

The victim loses faith in himself and cannot attack effectively. If not attacked, he will not initiate combat. If attacked he will put all levels on defence and cast defensive or healing magic instead of

Power: 6d6 Mind Control: 1 command "Take no offensive action" (-½), Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 continuing (5 minutes) recoverable charge, (-½), requires Runes (-½).

POW cost:2
Duration:5 minutes (1 charge)
Range:50 metres
Active Cost:30
Real Cost:8
Slot Cost:1

Detect Enemies

Power: Detect Enemies, Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 continuing (5 minutes) recoverable charge, (-½), requires Runes (-½).

POW cost:1
Duration:5 minutes (1 charge)
Range:100 metres
Active Cost:10
Real Cost:3
Slot Cost:1

Detect Magic

Power: Detect magic, Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 continuing (5 minutes) recoverable charge, (-½), requires Runes (-½).

POW cost:1
Duration:5 minutes (1 charge)
Range:100 metres
Active Cost:5
Real Cost:2
Slot Cost:1

Detect (substance)

Power: Detect substance (Caster must define the substance when he learns the spell. Each new substance is a new spell), Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 continuing (5 minutes) recoverable charge, (-½), requires Runes (-½).

POW cost:1
Duration:5 minutes (1 charge)
Range:100 metres
Active Cost:3
Real Cost:1
Slot Cost:1

Disruption

Power: 1d6 Ego attack, Does Body (+1), Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 recoverable charge, (-1 ½), requires Runes (-½).

POW cost:1 per level
Duration:Instant
Range:50 metres
Active Cost:20 points per level
Real Cost:5.5 points per level
Slot Cost:1 per level

Dullblade

Despite the name, this reduces the damage done by any weapon by one point per level — except natural weapons.

Power: 1 PD forcewall per level, useable as attack (+1), ranged (+½), BOECV (+1) continuing (+½), Uncontrollable (+½), Only versus attacks by targetted weapon, (-2), Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 recoverable charge, (-1 ½), requires Runes (-½).

POW cost:1 per level
Duration:5 minutes (1 charge)
Range:50 metres
Active Cost:11 per level
Real Cost:4
Slot Cost:1

Endurance

This spell increases END. Note that since the spell is one use, although it can be used to increase END up to 16 active points (+32 END), it requires an extra "charge" ie: an extra point of POW for each +6 END.

Power: 1d6 END Aid (Standard effect, 3 points), +10 points, return delayed 5 min (+½), Consumes POW (-½), requires a magic Roll (-½), 1 recoverable charge, (-1 ½), requires Runes (-½).

POW cost:1
Duration:5 minutes (1 charge)
Range:0
Active Cost:23
Real Cost:6
Slot Cost:1

Extinguish

Puts out fires, cools hot objects.

Power: 1d6 Suppress RKA (Fire/heat only, -1), Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 recoverable continuing charge lasting 5 minutes, (-½), requires Runes (-½).

POW cost:1 per level
Duration:5 minutes (1 charge)
Range:50 metres
Active Cost:10 points
Real Cost:3
Slot Cost:1

Fanaticism

The recipient of the spell becomes a dedicated attacker with improved chance to hit, but reduced possibilities for defence. He also becomes less subject to fear/demoralisation.

Power: +2 CSL (OCV, all attacks), usable as attack (+1), side effect (-¼, affects recipient) recipient becomes enraged for the duration of the spell, Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 recoverable continuing charge lasting 5 minutes, (-½), requires Runes (-½).

POW cost:1
Duration:5 minutes (1 charge)
Range:50 metres
Active Cost:20
Real Cost:6
Slot Cost:1

Farsee

Each level halves the apparent distance between caster and object and makes it easier to find things when searching.

Power: Telescopic vision (+4 PER to off set range penalties) and +2 with visual PER rolls, Consumes POW (-½), requires a magic Roll (-½), 1 recoverable continuing charge lasting 5 minutes, (-½), requires Runes (-½).

POW cost:1 per level
Duration:5 minutes (1 charge)
Range:0
Active Cost:10 per level
Real Cost:3 per level
Slot Cost:1 per level

Firearrow

This converts a missile (arrow, dart, thrown rock) into a firey bolt, which can be fired/thrown like a normal missile.

Power: 3d6 RKA, Consumes POW (-½), OIF (any missile, -½), limited Range (-¼), requires a magic Roll (-½), 1 recoverable charge, (-1 ½), requires Runes (-½)

POW cost:2
Duration:Instant
Range:50 metres
Active Cost:45
Real Cost:11
Slot Cost:1

Fireblade

Edged weapons only. Does 3D6 instead of normal weapon damage.

Power: 3d6 HKA, Consumes POW (-½), OIF (any weapon, -½), limited Range (-¼), requires a magic Roll (-½), 1 recoverable continuing charge lasting 5 minutes, (-½), requires Runes (-½).

POW cost:3
Duration:5 minutes (1 charge)
Range:0
Active Cost:45
Real Cost:10
Slot Cost:1

Glamour

This spell increases COM and PRE. Note that since the spell is one use, although it can be used to increase COM and PRE up to 15 active points (+10 PRE and +10 COM), it requires an extra "charge" ie: an extra point of POW for each +2 PRE and +2 COM.

Power: 1d6 Aid to COM and PRE (Standard effect, 3 points, split 1:2 respectively), +10 points, return delayed 5 min (+½), Consumes POW (-½), requires a magic Roll (-½), 1 recoverable continuing charge lasting 5 minutes, (-½), requires Runes (-½).
POW cost:1
Duration:5 minutes (1 charge)
Range:0
Active Cost:23
Real Cost:5
Slot Cost:1

Glue

Each level of this spell will stick a small patch of material to anything else — except that it will not affect any kind of living flesh.

Power: +10 STR, Clinging, usable as attack (+1), Not versus living tissue (-1), Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 recoverable continuing charge lasting 5 minutes, (-½), requires Runes (-½).

POW cost:1 per level
Duration:5 minutes (1 charge)
Range:0
Active Cost:13 points per level
Real Cost:4 points per level
Slot Cost:1 point per level

Heal

Other species from caster cost double.

Power: 1d6 healing per level, species outher than the caster have half effect (-½), Consumes POW (-½), requires a magic Roll (-½), 1 recoverable charge (-½), requires Runes (-½).

POW cost:1 per level
Duration:Instant
Range:0
Active Cost:10 points per level
Real Cost:3 points per level
Slot Cost:1 point per level

Ignite

This spell causes any normally flammable matter to burst into flame.

Power: ½ d6 RKA, BOECV (+1), Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 recoverable charge, (-½), requires Runes (-½).

POW cost:1
Duration:Instant
Range:50 Metres
Active Cost:20
Real Cost:6
Slot Cost:1

Ironhand

This spell makes natural weapons more deadly

Power: +3 CSL with natural weapons (teeth, claws, fist, etc): CSL are set (-¼): gives +1 OCV, and two levels to add a damage class. Consumes POW (-½), requires a magic Roll (-½), 1 recoverable charge, continuing, 5 minutes, (-½), requires Runes (-½).

POW cost:1 per level
Duration:5 minutes (1 charge)
Range:0
Active Cost:15 per level
Real Cost:5 per level
Slot Cost:1-2

Light

Must be cast on an object. Lights a 10m radius with dim light.

Power: Images, sight group, 3"radius (+½), Consumes POW (-½), requires a magic Roll (-½), 1 recoverable charge, continuing, 5 minutes, (-½), requires Runes (-½).

POW cost:1
Duration:5 minutes (1 charge)
Range:50 Metres
Active Cost:15
Real Cost:5
Slot Cost:6

Lightwall

Creates a wall of glaring light on one side — can bee seen through from other side

Power: Darkness versus sight group (bright light), +2" radius — darkness is shaped into a 6" long wall, Only bright on one side (+½), Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), limited range (-¼), 1 continuing (5 minutes) recoverable charge, (-½)

Plus

Images, sight group, 3"radius (+½), Consumes POW (-½), requires a magic Roll (-½), 1 recoverable charge, continuing, 5 minutes, (-½), requires Runes (-½).

POW cost:4
Duration:5 minutes (1 charge)
Range:50 metres
Active Cost:60
Real Cost:19
Slot Cost:2

Mindspeech

Allows the caster to speak mentally to others. Does not provide telepathy or a telepathic link.

Power: Mindlink (only to transmit whispered speech, -1), Consumes POW (-½), requires a magic Roll (-½), limited range (-¼), 1 continuing (5 minutes) recoverable charge, (-½), requires Runes (-½).

POW cost:1
Duration:5 minutes (1 charge)
Range:50 Metres
Active Cost:5
Real Cost:2
Slot Cost:1

Mobility

This spell increases Running and gives Lightning Reflexes. Note that since the spell is one use, although it can be used to give an increase of up to 16 active points (+5" move, +4 Lightning Reflexes), it requires an extra "charge" ie: an extra point of POW for each +1" move and each +1 Lightning Reflexes.

Power: 1d6 Aid to Running and Lightning Reflexes (Standard effect, 3 points*), +10 points, return delayed 5 min (+½), Consumes POW (-½), requires a magic Roll (-½), 1 recoverable charge, (-1 ½), requires Runes (-½).

* Since 3 points per dice does not give enough for both effects, it works thus: Mobility 1 = +2" running. Mobility 2 = +2" running and +2 DEX (lightning reflexes). Mobility 3 = +3" running and +2 DEX (lightning reflexes). Mobility 4 = +3" running and +4 DEX (lightning reflexes), etc.

POW cost:1
Duration:5 minutes (1 charge)
Range:0
Active Cost:23
Real Cost:6
Slot Cost:1

Multimissile

Creates a second missile, doing the same damage as the first. The spell can be applied multiple times to affect larger missiles. Multiple applications of the spell create more missiles.

Power: 2d6 RKA, trigger (fire missile, +¼), (can only do same damage as original missile, -½), Consumes POW (-½), requires a magic Roll (-½), limited range (-¼), 1 continuing (5 minutes) recoverable charge, (-½)
POW cost:1
Duration:Instant
Range:50 Metres
Active Cost:37
Real Cost:
Slot Cost:

Protection

Creates a field that protects against physical or energy damage.

Power: 1 PD/ED force field, usable by up to 8 others at range (+1 ½), Consumes POW (-½), requires a magic Roll (-½), 1 continuing (5 minutes) recoverable charge, (-½), requires Runes (-½).
POW cost:1 per level
Duration:Instant
Range:50 Metres
Active Cost:5 per level
Real Cost:2 per level
Slot Cost:1

Repair

Fixes broken objects — all parts of the object must be present to repair it. May require multiple castings to repair severe damage to large objects

Power: Transform (major) damaged object to whole object 1d6 cumulative, Consumes POW (-½), requires a magic Roll (-½), 1 recoverable charge, (-1 ½), requires Runes (-½).

POW cost:1
Duration:Instant
Range:0
Active Cost:22
Real Cost:8
Slot Cost:1

Second Sight

Lets the caster see POW of creatures: also lets caster see invisible creatures or Spirits if they have POW.

Power: Detect POW (sense, discriminatory), transdimensional (+½), Consumes POW (-½), requires a magic Roll (-½), limited range (-¼), 1 continuing (5 minutes) recoverable charge, (-½), requires Runes (-½).

POW cost:3
Duration:5 minutes (1 charge)
Range:50 Metres
Active Cost:15
Real Cost:5
Slot Cost:1

Shimmer

Blurs the caster's image, making him harder to hit in combat.

Power: 1 CSL in DCV, usable by caster and up to 4 others (+1), at range (+½), Consumes POW (-½), requires a magic Roll (-½), limited range (-¼), 1 continuing (5 minutes) recoverable charge, (-½), requires Runes (-½).

POW cost:1
Duration:5 minutes (1 charge)
Range:50 Metres
Active Cost:15
Real Cost:5
Slot Cost:1

Silence

Helps muffle stealthy sounds — not loud or deliberate ones. NB: since stealth is an everyman skill, if the character has not bought stealth, then the first application of this spell will raise his skil from 8- to a CHA-based roll. Multiple applications of the spell can raise the skill roll higher

Power: 1 d6 Aid to Stealth, Consumes POW (-½), requires a magic Roll (-½), limited range (-¼), 1 continuing (5 minutes) recoverable charge, (-½), requires Runes (-½).

POW cost:1
Duration:5 minutes (1 charge)
Range:0
Active Cost:10
Real Cost:3
Slot Cost:1

Slow

This spell slows the target's movement.

1d6 Drain vs Running, usable at range (+½), return delayed 5 min (+½), BOECV (+1), Consumes POW (-½), requires a magic Roll (-½), limited range (-¼), 1 recoverable charge, (-1 ½), requires Runes (-½).

POW cost:1
Duration:5 minutes (1 charge)
Range:50 Metres
Active Cost:30
Real Cost:8
Slot Cost:1

Speedart

Increases the effectiveness of a single missile.

Power: +3 CSL to OCV and 6 CSL to damage (+3 Damage), Consumes POW (-½), requires a magic Roll (-½), limited range (-¼), 1 recoverable charge, (-1 ½), requires Runes (-½).

POW cost:1
Duration:5 minutes (1 charge)
Range:0
Active Cost:45
Real Cost:11
Slot Cost:1

Spirit Screen

Protects against attacks by spirits

Power: +2 Mental Defence, usable by caster and up to 4 others (+1), at range (+½), Consumes POW (-½), requires a magic Roll (-½), limited range (-¼), 1 continuing (5 minutes) recoverable charge, (-½), Own EGO does not add (-¼), requires Runes (-½).

POW cost:1
Duration:5 minutes (1 charge)
Range:50 Metres
Active Cost:5
Real Cost:2
Slot Cost:1

Strength

This spell increases STR. Note that since the spell is one use, although it can be used to increase STR up to 24 active points (+12 STR), it requires an extra "charge" ie: an extra point of POW for each +3 STR.

Power: 2d6 STR Aid (Standard effect, 6 points), +12 points, return delayed 5 min (+½), Consumes POW (-½), requires a magic Roll (-½), 1 recoverable charge, (-1 ½), requires Runes (-½).

POW cost:1
Duration:5 minutes (1 charge)
Range:0
Active Cost:39
Real Cost:10
Slot Cost:1

Vigor

This spell increases CON. Note that since the spell is one use, although it can be used to increase CON up to 24 active points (+12 CON), it requires an extra "charge" ie: an extra point of POW for each +3 CON.

Power: 2d6 CON Aid (Standard effect, 6 points), +10 points, return delayed 5 min (+½), Consumes POW (-½), requires a magic Roll (-½), 1 recoverable charge, (-1 ½), requires Runes (-½).

POW cost:1
Duration:5 minutes (1 charge)
Range:0
Active Cost:39
Real Cost:10
Slot Cost:1

Visibility

Gives spirits form on the mundane plane. They remain unaffected by weapons, since they are inherently desolid, but they can cast and be affected by magic.

Power: Summon spirit (up to 250 active ponts), Consumes POW (-½), requires a magic Roll (-½), 1 continuing (5 minutes) recoverable charge, (-½), requires Runes (-½).

POW cost:2
Duration:5 minutes (1 charge)
Range:0
Active Cost:50
Real Cost:17
Slot Cost:2

Divine Magic

Absorption

Provided by: Ernalda and Khyger Lytor.

Absorbs enemy spells, turning them into usable POW. The recipient is immune to spells which are fully absorbed: he takes no effect from absorbed spells. The character can learn higher levels of the spell to boost the effect.

Power: Absorption to POW: usable by one other (+¼), Limited Phenomena (magic, -¼), Consumes POW (-½), requires 1 POW per 2d6 (-¼), 1 continuing (15 minutes), recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

Plus

Desolid — only versus absorbed spells (-1), Linked to Absorption (-½), 1 continuing (15 minutes), recoverable charge, (-¼), gestures and incantations (-½), requires Runes (-½), requires Runes (-½).

POW cost:1 per 2d6
Duration:15 minutes (1 charge)
Range:0
Active Cost:40 + 12 per 2d6
Real Cost:9 + 3.5 per 2d6

Berserk

Provided by: Storm Bull

This spell increases the characters attack capabilities and renders him all but immune to STUN damage.

Power: +6 CSL (OCV, all attacks), usable by one other at range (+¾), side effect (-¼, affects recipient) recipient becomes Berserk for the duration of the spell, Consumes POW (-½), limited Range (-¼), 1 continuing (15 minutes), recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

Plus

+20 CON, usable by one other (+¾), side effect (-¼, affects recipient) recipient becomes Berserk for the duration of the spell and loses 100 END when it expires, Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 continuing (15 minutes), recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

POW cost:2
Duration:15 minutes (1 charge)
Range:100 metres
Active Cost:52 + 70
Real Cost:33

Bless Crops

Provided by: Esrola.

Guarantees that the crop will be at least average, if cast on fields at spring.

Power: 6d6 Transform (minor) all plant life to healthy plants, Megascale (10 Km, +½), Can only be cast in Spring,(-1), Consumes POW (-½), limited Range (-¼), 1 continuing (15 minutes), recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

POW cost:1
Duration:15 minutes (1 charge)
Range:0
Active Cost:90
Real Cost:19

Breathe Air/Water

Provided by: Magasta and Zola Fel.

Allows the recipent to breathe either water or air, if its native mode of breathingis the opposite.

Power: Self contained breathing, usable by one other at range (+¾), only for water/air (-½), , Consumes POW (-½), limited Range (-¼), 1 continuing (15 minutes), recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

POW cost:2
Duration:15 minutes (1 charge)
Range:0
Active Cost:17
Real Cost:4

Cloud Call

Provided by: Orlanth.

Increases cloud cover — it may rain!

Power: Change environment (increases cloud cover), +13 points in effect (decrease visibility, decrease Temp, strong winds), megascale (10 Km, +½), Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 continuing (15 minutes), recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

POW cost:1
Duration:15 minutes (1 charge)
Range:0
Active Cost:27
Real Cost:7

Cloud Clear

Provided by: Yelm, Yelmalio.

Power: Change environment (dencreases cloud cover), +13 points in effect (increase visibility, increase Temp, strong winds), megascale (10 Km, +½), Consumes POW (-½), limited Range (-¼), 1 continuing (15 minutes), recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

POW cost:1
Duration:15 minutes (1 charge)
Range:0
Active Cost:27
Real Cost:8

Command (Species)

Provided by: all cults

Allows the caster to take control of a non-sentient creature.

Power: 6d6 Mind Control, telepathic (+¼), Consumes POW (-½), limited Range (-¼), 1 continuing (15 minutes), recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

Plus

Mindlink, Consumes POW (-½), limited Range (-¼), requires a magic Roll (-½), 1 continuing (15 minutes), recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

POW cost:2
Duration:15 minutes (1 charge)
Range:100 metres
Active Cost:37+5
Real Cost:11

Dismiss Magic

Provided by: all cults

This spell disnisses hostile magic.

Power: 21d6 Dispel Magic, any magic spell one at a time (+¼), Consumes POW (-½), Requires 1 POW per 3d6 (-¼), limited Range (-¼), 1 recoverable charge, difficult to recover (-2), gestures and incantations (-½), requires Runes (-½).

POW cost:1 per 3d6
Duration:Instant
Range:100 metres
Active Cost:11 per 3d6
Real Cost:2 per 3d6

Fear

Provided by: Red Goddess, Zorak Zoran

This spell causes the victim overwhelming fear, so intense, it may cause the victim to faint or even kill them with a heart attack.

Power: 12 d6 Mental Illusion, only to show victim greatest fear: must declare at +20 (does stun and Body) (-1), Consumes POW (-½), limited Range (-¼), 1 recoverable charge, difficult to recover (-2), gestures and incantations (-½), requires Runes (-½).

POW cost:4
Duration:Instant
Range:100 metres
Active Cost:60
Real Cost:9

Find Enemy

Provided by: all cults

Alerts the caster — and up to one other — of anyone with malign intent in the vicinity.

Power: Dangersense, out of combat, immediate vicinity, usable by one other (+¼), at range (+½), Consumes POW (-½), limited Range (-¼), 1 continuing (15 minutes), recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

POW cost:1
Duration:15 minutes (1 charge)
Range:100 metres
Active Cost:44
Real Cost:12

Find (Substance)

Provided by: all cults

Power: Detect substance (very wide category: physical materials), Consumes POW (-½), limited Range (-¼), 1 continuing (15 minutes), recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

POW cost:1
Duration:15 minutes (1 charge)
Range:100 metres
Active Cost:15
Real Cost:4

Float

Provided by: Magasta or Zola Fel.

This spell will allow objects to float that would normally sink. The spell requires 1 POW for every 100 Kg.

Power: +5" swimming, usable as attack (+1), at range (+½), Consumes POW (-½), requires 1 POW per 100 Kg (-¼), limited Range (-¼), 1 continuing (15 minutes), recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

POW cost:1 per 100 Kg
Duration:15 minutes (1 charge)
Range:100 metres
Active Cost:25
Real Cost:6

Heal Body

Provided by: Chalana Arroy, Ernalda.

This spell cures all injury suffered by a body (up to 25 BOD damage!). It will not regrow lost limbs or organs.

Power: Healing 2d6, +38 maximum, continuous, uncontrollable @ 0 END (+2), Consumes POW (-½), 1 recoverable charge, difficult to recover (-2), gestures and incantations (-½), requires Runes (-½).

POW cost:3
Duration:Instant
Range:0
Active Cost:108
Real Cost:24

Heal Wound

Provided by: all cults

Power: 4d6 Healing, Standard effect (3 points per d6), Consumes POW (-½), requires 1 POW per 1 BOD healed (-¼), 1 recoverable charge, difficult to recover (-2), gestures and incantations (-½), requires Runes (-½).

POW cost:1 per 1 BOD
Duration:Instant
Range:0
Active Cost:40
Real Cost:8

Illusions

Provided by: Eurmal, Red Goddess.

This spell can take many different forms, affecting diffeent sense. The sense affected must be defined at the time they are received (for example, sight illusions, smell illusions, touch illusions, etc). These different ilusions can have different effect — a sight illusion could blind as well as fool, but it could no do physical harm, while a touch illusion could do physical harm.

Power: Mental illusion, limited to a single affected sense (-¾), Consumes POW (-½), requires 1 POW per 3d6 (-¼), limited Range (-¼), 1 continuing (15 minutes), recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

POW cost:1 per 3d6
Duration:15 minutes (1 charge)
Range:100 metres
Active Cost:15 per 3d6
Real Cost:4 per 3d6

Lightning

Provided by: Orlanth.

This spell casts lightning from the caster's hand.

Power: 1d6 RKA, AVLD (magical defences, +1 ½), Does Body (+1), Consumes POW (-½), limited Range (-¼), 1 recoverable charge, difficult to recover (-2), gestures and incantations (-½), requires Runes (-½).

POW cost:1 per d6
Duration:Instant
Range:100 metres
Active Cost:52 per d6
Real Cost:9 points per d6

Madness

Provided by: Red Goddess.

This spell afflicts the caster with madness — normally catatonia or frenzy.

Power: 6d6 Transformation (Mind: Person into insane person, heals back normally), BOECV (+1), works versus EGO not BOD (+¼), Consumes POW (-½), limited Range (-¼), 1 recoverable charge, difficult to recover (-2), gestures and incantations (-½), requires Runes (-½).

POW cost:1
Duration:Instant
Range:0
Active Cost:135
Real Cost:28

Mindblast

Provided by: Red Goddess.

This spell destroys the victim's INT, reducing all the associated skill and PER rolls, although it will heal back. A person with an INT of 0 or less will have to make an INT roll to perform any action.

Power: 6d6 Drain vs INT, BOECV (+1), return delayed to 5 active points per day (+1 ½), Consumes POW (-½), limited Range (-¼), 1 recoverable charge, difficult to recover (-2), gestures and incantations (-½), requires Runes (-½).

POW cost:2
Duration:Instant
Range:100 Metres
Active Cost:105
Real Cost:22

Mindlink

Provided by: all cults.

This spell links any two people n Telepathic communication. Unlike most spells this one has no fixed duration remaining in force as long as all participants remain in range.

Power: Mindlink (any two participants) Usable by up to two others (+½), at range (+½), 0 END (+½), Consumes POW (-½), limited Range (-¼), 1 recoverable charge, difficult to recover (-2), gestures and incantations (-½), requires Runes (-½).

POW cost:1
Duration:Unlimited
Range:100 Metres
Active Cost:15
Real Cost:3

Reflection

Provided by: Eurmal.

This spell reflects attacking spells back at their caster, if he fails a POW vs POW roll. Note that the Trigger advantage means that the power will react once the spell is cast — after the power is triggered the user must take a phase to reset the trigger, if he wishes it to go off again in the duration of the spell.

Power: Missile Reflection (any), Trigger (magical attack, +¼), Side effect (attack bounces back at target if POW vs POW roll failed, -1), Consumes POW (-½), limited Range (-¼), 1 continuing (15 minutes) recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

POW cost:1
Duration:15 minutes (1 charge)
Range:100 metres
Active Cost:50
Real Cost:12

Regrow Limb

Provided by: Grain Goddesses, Esrola.

This spell gradually regrows a mangled or severed limb — it does not repair damage, so this will need to be healed normally.

Power: Extra Limb (only to replace a missing or damaged one, -1), Gradual effect (1 week per 10% of limb lost, -2 ¼), Consumes POW (-½), limited Range (-¼), 1 recoverable charge, difficult to recover (-2), must resacrifice for spell (-¼), gestures and incantations (-½), requires Runes (-½).

POW cost:2
Duration:Instant
Range:0
Active Cost:5
Real Cost:1

Restore Health (to Characteristic)

Provided by: any cult.

This spell restores characteristic points lost to disease or magic. There is no spell known to restore POW, but there is one for each other primary characteristic. Each one has to be learned seperately.

Power: 1d6 healing to specified characteristic, Consumes POW (-½), 1 recoverable charge, difficult to recover (-2), must resacrifice for spell (-¼), gestures and incantations (-½), requires Runes (-½).

POW cost:1 per d6
Duration:Instant
Range:0
Active Cost:10
Real Cost:2

Resurrect

Provided by: any cult.

This spell restores the dead to life. In addition to healing the physical body, each day after the first the victim is dead, he loses 1d3 from STR, CON, DEX, PRE and COM as the body rots. Once any characteristic reaches 0, the person is permanently dead.

Power: 6d6 healing Resurrection, Resurrection only (-½), Consumes POW (-½), 1 recoverable charge, difficult to recover (-2), must resacrifice for spell (-¼), gestures and incantations (-½), requires Runes (-½).

POW cost:3
Duration:Instant
Range:0
Active Cost:80
Real Cost:16

Sanctify

Provided by: any cult.

This spell blesses a10m radius sphere. The caster will know if a spirit, anyone who is not an initiate of his god enters the area, or any magic is cast within it. The spell can be learned to higher levels, thereby increasing the area covered.

Power: Detect Intrusion, area effect (radius, +1), Limited range (-½), , Consumes POW (-½), limited Range (-¼), 1 continuing (15 minutes) recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

POW cost:1
Duration:15 minutes (1 charge)
Range:0
Active Cost:20
Real Cost:4

Shield

Provided by: Orlanth, Humakt.

This spell protects the recipient from both physical and magical damage

Power: Force Field 2 PD/ED per level, , Consumes POW (-½),1 continuing (15 minutes) recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

Plus

Power: Dispel magic: 4d6 per level, all powers of a special effect (+2) 1 hex area effect (+½), personal immunity (+¼) , Consumes POW (-½), 1 continuing (15 minutes) recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

POW cost:1 per level
Duration:15 minutes (1 charge)
Range:0
Active Cost:4 + 12 per level
Real Cost:5 per level

Soul Sight

Provided by: all cults.

The spell lets you see the POW of living beings and the POW of objects and creatures.

Power: Detect POW and POW (sense, discriminatory), transdimensional (spirit world: +½), , Consumes POW (-½), limited Range (-¼), 1 continuing (15 minutes) recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

POW cost:1
Duration:15 minutes (1 charge)
Range:0
Active Cost:18
Real Cost:6

Spellteaching

Provided by: all cults

A Priest or Initiate can summon cult spell spirits, in temple or sanctified area, and give them to a recipient to learn.

Power: Summon Spell Spirit (up to 200 points, limited group) Friendly (+¼), Consumes POW (-½), 1 continuing (15 minutes) recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

POW cost:1
Duration:15 minutes (1 charge)
Range:0
Active Cost:50
Real Cost:17

Spirit Block

Provided by: all cults

Each level adds 10 to the recipients POW value for defensive purposes only, for spirit combat., Consumes POW (-½), 1 continuing (15 minutes) recoverable charge, difficult to recover (-½), gestures and incantations (-½), requires Runes (-½).

POW cost:1 per level
Duration:15 minutes (1 charge)
Range:0
Active Cost:10 per level
Real Cost:3 per level

Sunspear

Provided by: Yelm, Yelmalio.

This spell calls down a blast of sunfire on the target. It only works in direct sunlight.

Power: 4d6 Energy RKA, indirect (from above, +¼), ALVD (target's thinnest real armour, +1 ½), Does body (+1), Area effect, 1 hex (+½), Consumes POW (-½), limited Range (-¼), 1 recoverable charge, difficult to recover (-2), gestures and incantations (-½), requires Runes (-½), only works in direct sunlight (-1).

POW cost:3
Duration:Instant
Range:100 metres
Active Cost:255
Real Cost:44

Sureshot

Provided by: Aldrya, Odalya.

When cast on missile weapon, makes it almost impossible to miss.

Power: +10 OCV with all physical ranged attacks, Consumes POW (-½), limited Range (-¼), 1 recoverable charge, difficult to recover (-2), gestures and incantations (-½), requires Runes (-½), requires a missile (OIF, -½).

POW cost:1
Duration:Instant
Range:100 Metres
Active Cost:50
Real Cost:9

Thunderbolt

Provided by: Orlanth.

This spell calls down divine thunderbolts from the clouds

Power: 3d6 Energy RKA, indirect (from above, +¼), NND (target must be grounded, +1), Does body (+1), Consumes POW (-½), limited Range (-¼), 1 recoverable charge, difficult to recover (-2), gestures and incantations (-½), requires Runes (-½), only works in cloudy conditions (-1).

POW cost:3
Duration:Instant
Range:100 Metres
Active Cost:146
Real Cost:25

True (weapon)

Provided by: Humakt, Yelmalio, others.

This spell doubles the damage of a specified normal weapon (True Sword, True Spear, etc). It does not affect bonuses due to STR or magic, though these can still be applied. Note that the real weapon is used as a focus, so this damage REPLACES the normal weapon damage

Power: 4d6 HKA (only up to double damage of normal weapon, -½), Consumes POW (-½), 1 recoverable charge, continuing (15 minutes), difficult to recover (-½), gestures and incantations (-½), requires Runes (-½), requires weapon (OIF, -½)

POW cost:1
Duration:15 minutes (1 charge)
Range:0
Active Cost:60
Real Cost:15

Warding

Provided by : any cult.

This spell forms an invisible ward between 4 corner stakes. If the line beween the stakes is crossed, it triggers the following powers:

Power: Images (sound), triggered by crossing warding (+¼), Consumes POW (-½), 1 recoverable charge, difficult to recover (-2), gestures and incantations (-½), requires Runes (-½ and stakes -½)

Plus

½d6 Energy RKA, ALVD (only magical protection, +1 ½), Does body (+1), triggered by crossing warding (+¼), Consumes POW (-½), 1 recoverable charge, difficult to recover (-2), gestures and incantations (-½), requires Runes (-½ and stakes -½)

Plus

Power: Dispel magic: 4d6, all powers of a special effect (+2), area effect any (+1), personal immunity(+¼) , Consumes POW (-½), limited Range (-¼), 1 continuing (15 minutes) recoverable charge, difficult to recover (-½), power cancelled if it fails to dspel an incoming spell (-1), requires Runes (-½ and stakes -½)

Plus

Power: +4 Mental Defence, Area effect, any (+1), Consumes POW (-½),1 continuing (15 minutes) recoverable charge, difficult to recover (-½), Own EGO does not add (-¼), requires Runes, and stakes, -½).

POW cost:1
Duration:15 minutes (1 charge)
Range:0
Active Cost:7+37+51+8
Real Cost:26

Sorcery

Note: These spell descriptions are for the basic spell. Sorcerers can change the forms of their spells, so they can increase duration, effect, etc, if they have the points in their pool. This means Active Cost:s and Real Cost:s can change and the GM should keep a close eye on this!

Animate (Substance).

This spell allows the caster to animate the substance chosen. It can move about clumsily. It can attack, but its CV is decreased by the range modifier between the caster and the animated object, unless the caster also includes the fine manipulation adder. Note that the substance to be manipulated has to be specified when the spell is learnt.

Power: Telekinesis: 5 STR, Consumes POW (-½), limited Range (-¼), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), requires Runes (-½), Focus (substance chosen (stone, metal, cloth, etc, OIF, -½).

POW cost:1 per 15 active points
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:7 per 5 STR
Real Cost:2 per 5 STR

Apprentice Bonding

This spell bonds the apprentice to the master, allowing him to call the apprentice to him, and allowing him to always have some idea where the apprentice is. This is a ritual spell, so unlike most sorcery spells, is permanent.

Power: Mindlink, Continuous, 0 END, persistant (+1), Consumes POW (-½), limited Range (-¼), requires a Sorcery Roll (-½), requires Runes (-½), only general location and direction (-1), one way (master to apprentice, -¼).

POW cost:1 per 15 active points
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:10
Real Cost:2

Cast Back

This spell reflects attack spells back at their caster.

Power: Missile Reflection, any attack, Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), requires Runes (-½), only magical attacks (-1).

POW cost:2
Duration:10 minutes (1 charge)
Range:0
Active Cost:40
Real Cost:10

Create Basilisk

This spell creates a basilisk. The caster must get a toad or an adder to incubate and hatch a rooster's egg. The ritual takes several months, so this normally requires a spell to keep the toad or adder in place. The basilisk is not subserviant to its creator, so some spell is normally needed (such as Dominate Basilisk) to keep it safely controlled. The basilisk is not the same as that in the HERO bestiary but it is an artificial construct: a small reptilian creature (assume STR, BOD ans INT 5, with otherwise normal human stat.s) but has a lethal gaze equvalent to a 1 point Divine spell per point of POW used.

Power: Summon Basilisk, Consumes POW (-½), requires a Sorcery Roll (-½), requires Runes (-½), extra time, 1+ months (-5).

POW cost:1+
Duration:permanent
Range:0
Active Cost:varies
Real Cost:varies

Damage Boosting

This spell can be cast on any weapon (including natural weapons) to boost its damage.

Power: + 2 CSL, only to increase damage (-½), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), requires Runes (-½).

POW cost:1 per 2 CSL
Duration:10 minutes (1 charge)
Range:0
Active Cost:10 per +1 damage
Real Cost:3 per +1 damage

Damage Resistance

This spell blocks damage from attacks. It is all or nothing: either the spell blocks the damage or it fails and all damage goes through, dispelling the spell.

Power: Forcewall 3PD/ED, Consumes POW (-½), requires a Sorcery Roll (-½), Target only (-½), limited range (-¼), 1 recoverable charge, continuing, 10 minutes, (-½), requires Runes (-½).

POW cost:1 per 3 PD/ED
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:5 per 1 PD/ED
Real Cost:1 per 1 PD/ED

Diminish (characteristic)

Temporarily decreases the specified characteristic. Note that the characteristic to be drained has to be specified when the spell is learnt.

Power: Drain (characteristic), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), requires Runes (-½).

POW cost:1 per d6 active points
Duration:10 minutes (1 charge)
Range:0
Active Cost:10 per d6
Real Cost:3 per d6

Dominate (species)

This spell allows the caster to mentally control the specified species. Note that the species to be controlled has to be specified when the spell is learnt.

Power: Mind Control 3d6, telepathic (+¼), Consumes POW (-½), only specified species (-1), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), limited Range (-¼), requires Runes (-½).

POW cost:1 per 3d6
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:19 per 3d6
Real Cost:4 per 3d6

Drain

This spell exhausts the target.

Power: 1 d6 Drain END, ranged (+½), BOECV (+1), return delayed 10 min (+¾), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, (-1 ½), limited Range (-¼), requires Runes (-½).

POW cost:1 per d6
Duration:Instant
Range:10 metres
Active Cost:31 per d6
Real Cost:7 per d6

Enhance (characteristic)

This spell increases the named characteristic which must be specified at the time the spell is learned.

Power: 1d6 (CHA) Aid (Standard effect, 3 points), return delayed 10 min (+¾), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, (-1 ½), requires Runes (-½).

POW cost:1 per d6
Duration:10 minutes (1 charge)
Range:0
Active Cost:17 points per d6
Real Cost:4 per d6

Fly

This spell allows the caster — or a designated target — to fly. Increasing the number of active points can either increase the mass lifted, or increase the speed of the flight.

Power: 5" Flight, usable at range (+¼), Usable as attack (+1), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), limited Range (-¼), requires Runes (-½).

POW cost:1 per 15 active points
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:25 active points
Real Cost:8

Form/Set (substance)

This spell allows the sorcerer to shape the specific substance by will alone. The sunstance remains malleable for the duration of the spell and if it would normally hold a shape, it remains as sculpted unless dispelled. This spell can be used to repair broken objects although more complex shapes may require longer periods of concentration. The caster can also use the substance to attack with: however this requires the sorceror to increase the BOD needed for transform by 1 for each damage class.

Power: 1 d6 minor transform (change shape), cumulative (+½), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), limited Range (-¼), requires Runes (-½).

POW cost:1 per d6
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:15 points per d6
Real Cost:5 per d6

Glow

This spell must be cast on a physical object, causing it to glow brightly. The spell can also be used offensively, to blind a creature by casting it on their eyes. In this case, the target must make a PER roll or be blinded that phase.

Power: Images to sight group, 1" Radius, BOECV (+1), Consumes POW (-½), only to create light (-1), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), limited Range (-¼), requires Runes (-½).

POW cost:1 per 20 active points
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:20
Real Cost:5

Haste

This spell increases the target's running ability, as well as their reaction speed. The Aid is split equally between Running and DEX, so 1 d6 gives +1" Running, 2d6 gives +1" Running and +1 DEX, 3d6 gives +2" Running and +1 DEX, etc.

Power: 1d6 AID to running and DEX (standard effect, 3 points), ranged (+½), return delayed 10 min (+¾), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, (-1 ½), limited Range (-¼), requires Runes (-½).

POW cost:1 per d6
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:22 per d6
Real Cost:5 per d6

Homing Circle

This spell allows the caster to create a homing circle to which he can teleport. Since it is a ritual, the homing circle is essentially permanent, but the POW spent is permanently lost.

Power: Naked adder: Fixed location,1 recoverable continuing (100 years) charge, (+2 ½), Independant (-2), Consumes POW (-½), requires a Sorcery Roll (-½), limited Range (-¼), requires Runes (-½).

POW cost:1
Duration:100 years(1 charge)
Range:0
Active Cost:3
Real Cost:1

Hinder

This spell decreases the target's running ability, as well as their reaction speed. The Drain is split equally between Running and DEX, so 1 d6 gives -1" Running, 2d6 gives -1" Running and -1 DEX, 3d6 gives -2" Running and -1 DEX, etc.

Power: 1d6 drain versus running and DEX (standard effect, 3 points), ranged (+½), return delayed 10 min (+¾), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, (-1 ½), limited Range (-¼), requires Runes (-½).

POW cost:1 per d6
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:22 per d6
Real Cost:5 per d6

Holdfast

This spell causes two adjacent surfaces to fuse together for the duration of the spell. The more POW used the stronger the bond. At the end of the spell, the fused surfaces seperate.

Power: Entangle, BOECV (+1), Takes no damage from attacks (+½), cannot be escaped with teleportation (+¼), Consumes POW (-½), Does not prevent the use of Foci (-1), cannot form barriers (-¼), Set effect (adjacent 10cm x 10 cm area, -1) requires a Sorcery Roll (-½), 1 recoverable charge, (-1 ½), limited Range (-¼), Dissolves when duration expires (-¼), requires Runes (-½).

POW cost:1 per 1d6 BOD/1 DEF
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:14 per 1d6 BOD/1 DEF
Real Cost:2 per 1d6 BOD/1 DEF

Immortality.

Prevents the target from aging. The spell needs to be boosted a great deal to be of any particular use, and since it is normally a continuous power, but now runs on charges, an extra -½ limitation has been given to reflect this.

Power: Life support, immunity to aging, Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-1), requires Runes (-½).

POW cost:1
Duration:10 minutes (1 charge)
Range:0
Active Cost:5
Real Cost:1

Mystic Vision

This spell allows the caster to see the active points of magic associated with an object. It does not augment his normal sight, so he has to be able to see the object to able to discern its magc aura.

Power: Detect magic, analyze, Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), limited Range (-¼), requires Runes (-½).

POW cost:1
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:13
Real Cost:4

Neutralize Magic

This spell destroys weaker magical spells.

Power: 4d6 Dispel (Magic), any power of the special effect, one at a time (+¼), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge (-1 ½), limited Range (-¼), requires Runes (-½).

POW cost:1 per 4d6
Duration:Instant
Range:10 metres
Active Cost:15 points per 4d6
Real Cost:5 per 4d6

Palsy

This spell overwhelms the target's nervous system, incapacitating the hit location struck. Treat the hit loaction as though it had suffered an impairing wound (as per HERO system rules book p.278) if sufficient damage is done, although no damage is inflicted, so the target regains the full use of the hit location when he recovers from being impaired. Note that although normally a BOECV attack would do no BOD damage, in this case the BOD damage is not real, so the advantage is not added.

Power: 1d6 RKA, BOECV (+1), Consumes POW (-½), Only to cause impairment (-½), requires a Sorcery Roll (-½), 1 recoverable charge, (-1 ½), limited Range (-¼), requires Runes (-½).

POW cost:1 per d6
Duration:Instant
Range:10 metres
Active Cost:30
Real Cost:6 per d6

Phantom (sense)

This spell creates an illusion specific to one sense group. The sense group must be specified when the spell is learnt. Since this spell affects only one target and has the possibility of doing damage, mental illusions are used rather than Images.

Power: 3d6 mental illusions, Limited range of illusions (only one sense group -¾), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), limited Range (-¼), requires Runes (-½).

POW cost:1 per 3d6
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:15 per 3d6
Real Cost:4 per 3d6

Protective Circle

This spell needs to be combined with a defensive spell to have any effect. It makes any of the folowing spells: Damage Resistance, Spell Resistance or Spirit Resistance, area effect.

Power: Naked advantage: Area effect radius (+1), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), no Range (-½), requires Runes (-½).

POW cost:doubles POW cost of spell used with it
Duration:10 minutes (1 charge)
Range:0
Active Cost:variable
Real Cost:variable

Regenerate

This spell will slowly regenerate missing limbs, acid burns, etc. The effect is very slow, so the spell must be cast with sufficient power to replace all the BOD loss due to the loss of the limb, otherwise the result will be a partial limb.

Power: Healing: regeneration, can heal limbs, 0 END, persistent (+1),1 BOD per week (-2 ¼), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, (-1 ½), limited Range (-¼), requires Runes (-½).

POW cost:1 per 1 BOD
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:20 per BOD
Real Cost:3 per BOD

(sense) Projection

The caster may move the specified sense (which must be specified when the spell is learnt) anywhere in range. Spells may be cast from this point, but it can be percieved by magical vision spells and attacked in which case the caster is affected as if he was there. Thus the caster may buy the Indirect power advantage for any attack spell used with this power at the +¼ level.

Power: Clairsentience, Consumes POW (-½), requires a Sorcery Roll (-½), Feedback (viewpoint can be attacked, -1), 1 recoverable charge, continuing, 10 minutes, (-½), limited Range (-¼), requires Runes (-½).

POW cost:1
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:20
Real Cost:5

Sense (substance)

Causes the defined substance to give off a glow only detectable to the caster. This can be seen through solid objects although these will cause PER penalties of -2 per ".

Power: Detect substance (Caster must define the substance when he learns the spell. Each new substance is a new spell), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, (-1 ½), limited range (-¼), requires Runes (-½).

POW cost:1
Duration:Instant
Range:10 metres
Active Cost:3
Real Cost:1

Shapechange (species) to (species)

This spell transforms one species to another species — the transformation must be defined when the spell is learnt. The target gains all the natural abilities of the species it is transformed into, along with the disadvantages, but no magical powers. The transformation reverses when the spell expires. This spell does not alter the size of the target so a man transformed into a mouse will be a 100 kg mouse!

Power: 1d6 Major transform, BOECV (+1), works on EGO not BOD (+0), Limited target group (living creatures, -¼), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, (-½), limited range (-¼), requires Runes (-½).

POW cost:1 per d6
Duration:10 minutes
Range:0
Active Cost:30 per d6
Real Cost:8 per d6

Skin of Life

This spell allows the recipient to breathe in any environment. It does not protect the recipient from choking damage: he still has to breathe.

Power: Life support, self contained breathing, usable by one other (-¼), usable at range (+½), Consumes POW (-½), limited Range (-¼), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), requires Runes (-½).

POW cost:1
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:17
Real Cost:5

Smother

This spell deprives the target of oxygen. As a special effect, it will put out small, normal fires, but has no effect on magical flame or flame-beings.

Power: 1d6 NND (Defence is self contained breathing, or not needing to breathe, +1), persistent (+½), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), limited range (-¼), requires Runes (-½).

POW cost:1 per d6
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:12 per d6
Real Cost:3 per d6

Spell Resistance

This spell protects a target (but not his clothing or possessions) from magical spells. A target can be living or non-living.

Power: 3d6 Dispel Magic, area effect, 1 hex (+½), any power of magical special effect, one at a time (+¼), personal immunity (+¼), Only protects target (-½), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), limited range (-¼), requires Runes (-½).

POW cost:1 per 3d6
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:18 per 3d6
Real Cost:5 per 3d6

Spirit Resistance

This spell gives the recipient defences against spirit combat.

Power: 1 point Power Defence, Consumes POW (-½), Only versus spirit combat (-½), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), limited range (-¼), requires Runes (-½).

POW cost:1 per point of Defence
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:1 per point of Defence
Real Cost:1 per point of Defence

Stupefaction

This spell causes the target to lose all interest in what is going on around him until he is successfully attacked, or the spell ends. He can be pushed around (as long as he is not harmed) or forced to take simple actions (sitting down, eating, etc), but nothing more. The spell must reach the EGO+20 level to have any effect, but in this case, it can be assumed to always take effect a slong as the target is not attacked: if attacked, the target will be "greatly opposed" to remaining passive, giving the target an immediate EGO roll to break free.

Power: 3d6 Mind Control, Only one command "become totally passive" (-¾), must reach INT+20 (-¼), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), limited range (-¼), requires Runes (-½).

POW cost:1 per 3d6
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:15 per 3d6
Real Cost:4 per 3d6

Tap (characteristic)

This spell is why everyone hates/fears sorcerors. The caster can reduce the specified characteristic (which must be specified when the spell is learnt) and convert it into either POW or END. This effect is all but permanent. (GM's note: strictly speaking, points drained by this spell come back at rate of about 1 active point per year, but that is so slow you can just say "the effect is permanent" without effecting game balance)

Power: 1d6 Transfer, can transfer either to END or POW(+¼), return delayed to 5 years (+2 ¾), Can only drain to a minimum of 1 (-¼), Points above normal Maximum drain away after 10 minutes (-½), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, (-1 ½), limited range (-¼), requires Runes (-½).

POW cost:3 per d6
Duration:Instant
Range:0
Active Cost:60 points per d6
Real Cost:12 points per d6

Telepathy

Despite the name this spell does not let you read minds: it allows one to one mental commiunication with the target.

Power: Mind Link, with any one person, Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, continuing, 10 minutes, (-½), limited range (-¼), requires Runes (-½).

POW cost:1 per person
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:15
Real Cost:5

Teleport

Teleport transfers the caster to a prepared location. To use this spell, the caster must know and have used the Homing Circle ritual spell. Note that to be very useful, this spell will have to have the range boosted.

Power: 5" Teleport, usable as attack (+1), Consumes POW (-½), Only to Homing circle (-1), requires a Sorcery Roll (-½), 1 recoverable charge, (-1 ½), requires Runes (-½).

POW cost:1
Duration:Instant
Range:0
Active Cost:20
Real Cost:4

Treat Wounds

This spell greatly augments the recipients natural healing, although it will not work against poison or similar non-wound-causing damage. It will not replace missing limbs.

Power: 1d6 Healing, standard effect 1 BOD and 3 STUN per d6, Gradual effect (1 point BOD per Hour, -1 ¼), Consumes POW (-½), requires a Sorcery Roll (-½), 1 recoverable charge, (-1 ½), requires Runes (-½).

POW cost:1 per BOD
Duration:10 minutes (1 charge)
Range:0
Active Cost:10 per BOD
Real Cost:2 per BOD

Venom

This spell causes the target to be infused with venom, causing agony and bodly harm.

Power: 1d6 EGO attack, does Body (+1), Consumes POW (-½), take half damage if a CON roll is made at -2 (-½), requires a Sorcery Roll (-½), 1 recoverable charge, (-1 ½), limited range (-¼), requires Runes (-½).

POW cost:1 per DC
Duration:10 minutes (1 charge)
Range:10 metres
Active Cost:20 per DC
Real Cost:5 per d6